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Posts in games-based learening
Play is Work

Games are a type of work if you think about it. We invest our time in games. We give games our attention and our mental capacities. But why do we do that?

What makes play work? The answer is that great work is also great play. Great play makes us more productive. That means that great games can also help us become better, and more productive, individuals.

Let’s examine game play as work, and why we continue to play games, despite difficulties to the contrary. Part of why we continue to play is because we enjoy the feelings of “competent engagement” that we get from games. This allows us to get more serious about our work. It also affects how we approach game play.

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Fired Up Fiero

Have you experienced that feeling of triumph before? The one you get from completing a really difficult level or beating an experienced opponent?  You know, when you throw your hands up over your head in triumph? That feeling is called fiero. Fiero is highly addictive and highly engaging. Often that feeling comes after we’ve become completely engrossed in the game. That’s called being a state of “flow.”

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Gamer Grind

One of the most characteristic things about today’s crop digital games is the grind. The grind, grindyness, or grinding aspect of some games is an aspect that most gamers have experienced at one time or another.  But what does that mean? How do players experience it? How can designers and educators of games-based learning address the grind in our designs?

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Achieve Explore Socialize Kill

Games and students have many things in common. One of the biggest commonalities are the type’s people they cater to. There will be the first year introductory courses that enroll mostly college freshmen. There are expansive games like Fortnite that appeal to competitive gamers. In between there are a plethora of different options available for many different types of students and gamers alike.

As a designer and instructor it’s best to understand our players and students. The better we understand them, the better able we are to cater to their needs and fully engage them in learning or play.

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Feedback Loops in Games Based Learning

Feedback is an important part of the learning process. Feedback is also really important for games to be engaging and fun. Feedback in education is based on providing the student with tangible information that they can use to improve their learning, knowledge grasp, or retention. Feedback in a game is provided to the player in order to viscerally show them the impact of their actions.. The two can be combined in order to both meet learners’ outcomes as well as provide some interesting and engaging feedback in a games-based learning environment.

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On using games for learning

Games are currently being used for learning and education. Some of the most common practices are gamification, serious games, and games-based learning. Though that is not what many people see in practice. It seems that some of the most popular interpretations for learning games focus on scoreboards keeping track of players’ progress; playful feedback in activities; and tracking of students’ goals and achievements.

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Gamified Learning Outcomes

Games have goals. Classes have outcomes. Learning outcomes are a way for faculty, educators, and instructional designers to form and shape how a class will be structured. Game designers also form and shape the player’s experience through structures, loops, and other activities. Some may think that these two areas are completely separate.  But when taking advantage of games-based learning, they become one and the same.

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The Student Gamer Centric Approach to Learning

My colleagues have discussed that one of the biggest changes to education has been the creation of a learner-centric model for teaching. I find this kind funny as I believed that teaching had always been learner centric. Aren’t students the main benefactor? Isn’t that why we are all here? I can only come to that conclusion because I think about learning from a games-based mindset. Games are created for others to interact with, play, and enjoy. They aren’t for the designers. Is an un-played game still a game? If a class isn’t designed for students, then is it a class?

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Why Use Games-Based Learning?

Games are truly a powerful medium. They engage us and shape us. We play them, and in turn, they help inform how we interpret our own experiences. Games-based learning seeks to utilize all of these things. Game mechanics can engage users and help them solve problems.  Although in games, those problems are contrived challenges. These challenges are structures that designers have added for players to succeed against. However, as gamers, designers, and educators, we can take away some lessons from games to help inform how we teach and learn.

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